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| #pragma once
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| #include "GameSetting.h"
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| #include "GameSettingCollection.generated.h"
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| #define UE_API GAMESETTINGS_API
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| struct FGameSettingFilterState;
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| UCLASS(MinimalAPI)
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| class UGameSettingCollection : public UGameSetting
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| {
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| GENERATED_BODY()
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| public:
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| UE_API UGameSettingCollection();
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| virtual TArray<UGameSetting*> GetChildSettings() override { return Settings; }
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| UE_API TArray<UGameSettingCollection*> GetChildCollections() const;
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| UE_API void AddSetting(UGameSetting* Setting);
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| UE_API virtual void GetSettingsForFilter(const FGameSettingFilterState& FilterState, TArray<UGameSetting*>& InOutSettings) const;
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| virtual bool IsSelectable() const { return false; }
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| protected:
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| UPROPERTY(Transient)
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| TArray<TObjectPtr<UGameSetting>> Settings;
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| };
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| UCLASS(MinimalAPI)
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| class UGameSettingCollectionPage : public UGameSettingCollection
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| {
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| GENERATED_BODY()
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| public:
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| DECLARE_EVENT_OneParam(UGameSettingCollectionPage, FOnExecuteNavigation, UGameSetting* );
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| FOnExecuteNavigation OnExecuteNavigationEvent;
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| public:
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| UE_API UGameSettingCollectionPage();
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| FText GetNavigationText() const { return NavigationText; }
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| void SetNavigationText(FText Value) { NavigationText = Value; }
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| #if !UE_BUILD_SHIPPING
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| void SetNavigationText(const FString& Value) { SetNavigationText(FText::FromString(Value)); }
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| #endif
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| UE_API virtual void OnInitialized() override;
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| UE_API virtual void GetSettingsForFilter(const FGameSettingFilterState& FilterState, TArray<UGameSetting*>& InOutSettings) const override;
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| virtual bool IsSelectable() const override { return true; }
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| UE_API void ExecuteNavigation();
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| private:
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| FText NavigationText;
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| };
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| #undef UE_API
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